Liberal texture unbind (clout menu)
This commit is contained in:
parent
fa2c92a3ac
commit
5025b35563
2 changed files with 40 additions and 4 deletions
|
@ -94,14 +94,27 @@ void RasterizerOpenGL::InitObjects() {
|
||||||
// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
|
// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
|
||||||
fb_color_texture.texture.Create();
|
fb_color_texture.texture.Create();
|
||||||
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
|
ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
|
||||||
|
|
||||||
|
state.texture_units[0].enabled_2d = true;
|
||||||
|
state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
fb_depth_texture.texture.Create();
|
fb_depth_texture.texture.Create();
|
||||||
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
|
ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
|
||||||
|
|
||||||
|
state.texture_units[0].enabled_2d = true;
|
||||||
|
state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||||
|
@ -110,14 +123,13 @@ void RasterizerOpenGL::InitObjects() {
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
// Configure OpenGL framebuffer
|
// Configure OpenGL framebuffer
|
||||||
framebuffer.Create();
|
framebuffer.Create();
|
||||||
|
|
||||||
state.draw.framebuffer = framebuffer.handle;
|
state.draw.framebuffer = framebuffer.handle;
|
||||||
|
|
||||||
// Unbind texture to allow binding to framebuffer
|
|
||||||
state.texture_units[0].enabled_2d = true;
|
|
||||||
state.texture_units[0].texture_2d = 0;
|
|
||||||
state.Apply();
|
state.Apply();
|
||||||
|
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
|
@ -472,6 +484,9 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs:
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
|
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
|
||||||
texture.gl_format, texture.gl_type, nullptr);
|
texture.gl_format, texture.gl_type, nullptr);
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
|
void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
|
||||||
|
@ -513,6 +528,9 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
|
glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
|
||||||
texture.gl_format, texture.gl_type, nullptr);
|
texture.gl_format, texture.gl_type, nullptr);
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::SyncFramebuffer() {
|
void RasterizerOpenGL::SyncFramebuffer() {
|
||||||
|
@ -777,6 +795,9 @@ void RasterizerOpenGL::ReloadColorBuffer() {
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
|
||||||
fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
|
fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::ReloadDepthBuffer() {
|
void RasterizerOpenGL::ReloadDepthBuffer() {
|
||||||
|
@ -828,6 +849,9 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
|
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
|
||||||
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
|
fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
}
|
}
|
||||||
|
|
||||||
void RasterizerOpenGL::CommitColorBuffer() {
|
void RasterizerOpenGL::CommitColorBuffer() {
|
||||||
|
@ -846,6 +870,9 @@ void RasterizerOpenGL::CommitColorBuffer() {
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
|
glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
|
// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
|
||||||
for (int y = 0; y < fb_color_texture.height; ++y) {
|
for (int y = 0; y < fb_color_texture.height; ++y) {
|
||||||
for (int x = 0; x < fb_color_texture.width; ++x) {
|
for (int x = 0; x < fb_color_texture.width; ++x) {
|
||||||
|
@ -881,6 +908,9 @@ void RasterizerOpenGL::CommitDepthBuffer() {
|
||||||
glActiveTexture(GL_TEXTURE0);
|
glActiveTexture(GL_TEXTURE0);
|
||||||
glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
|
glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
|
u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
|
||||||
|
|
||||||
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
|
||||||
|
|
|
@ -170,6 +170,9 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
|
||||||
texture.gl_format, texture.gl_type, framebuffer_data);
|
texture.gl_format, texture.gl_type, framebuffer_data);
|
||||||
|
|
||||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -239,6 +242,9 @@ void RendererOpenGL::InitOpenGLObjects() {
|
||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
hw_rasterizer->InitObjects();
|
hw_rasterizer->InitObjects();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in a new issue